Blood Hunter
Base Class: Blood Hunter

The Order of the Onmyōji are warriors of esoteric magic and martial discipline, trained in exorcising yokai, slaying vengeful spirits, and purging supernatural corruption. Armed with enchanted ofuda (paper talismans), sacred rites, and blinding speed, they merge the ancient teachings of Onmyōdō with the lethal precision of the samurai.

Feared by demons, respected by shrine maidens, and whispered about in yokai dens, these Blood Hunters fight with ritual prayers and flashing steel, ensuring that no malevolent entity lingers in the mortal world.

Raikiri

Named after the "Lightning Cutter," this technique allows you to pierce through malevolent spirits with divine speed and force.

  • If you do not already have the Crimson Rite of the Storm (Lightning), you gain access to it.
  • While your Crimson Rite of the Storm is active, your weapon attacks ignore resistance to lightning damage.
  • When you score a critical hit with a melee weapon attack, the target takes additional lightning damage equal to your Hemocraft Die.
  • When you reduce a creature to 0 hit points, you can use your reaction to move up to half your speed without provoking opportunity attacks, as if carried by a flash of lightning.

Spirit Sight

Your training allows you to perceive yokai, ghosts, and spirits that others cannot.

  • You can see into the Ethereal Plane up to 30 feet around you, allowing you to detect spirits hiding in that realm.
  • You gain proficiency in Arcana or Religion (your choice), as well as proficiency in calligrapher’s supplies, which you use to inscribe talismans.

Sealing Talisman

You inscribe sacred ofuda (paper talismans) infused with your own blood, using them to weaken and bind spirits.

As a bonus action, you can place a Sealing Talisman on a creature within 5 feet, forcing them to make a Wisdom saving throw (DC = 8 + your proficiency bonus + Intelligence modifier). On a failure, they are restrained for 1 minute as invisible bindings wrap around them.

  • A restrained creature can repeat the saving throw at the end of each of its turns.
  • If the creature is an undead, fiend, or fey, they make the save at disadvantage.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest.

Step of the Kamaitachi

The Kamaitachi (Sickle Weasel) is a yokai said to ride the winds, striking with invisible blades. You invoke its speed and trickery to vanish and reposition mid-battle.

  • When you take the Dash action, you become invisible until you attack or take damage, as if your form is carried by the wind.
  • If you move at least 20 feet in a straight line before making a melee weapon attack, and the target is restrained, incapacitated, or frightened, the attack is an automatic critical hit.
  • Your movement does not trigger opportunity attacks.

Your enemies feel only the rush of wind before the cut of your blade.

Judgment of Raijin

You call upon Raijin, the Shinto god of thunder, to smite spirits and cleanse the land of their corruption. When you hit a creature with a Crimson Rite (Lightning) attack, you can invoke divine judgment:

  • The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + Intelligence modifier).
  • On a failure, they are stunned as a thunderous echo of your strike reverberates through their spirit until the end of your next turn.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest.

Against Undead and Fiends, this technique will paralyze them instead.

Banisher of Yokai

You have mastered the ultimate technique of exorcism and yokai destruction. Your Crimson Rite (Lightning) ignores resistance and immunity to lightning damage. Additionally, you can unleash a forbidden Onmyōji rite to destroy spirits in a single strike.

As an action, you can make a single melee weapon attack against a creature. If the attack hits:

  • The creature takes additional lightning damage equal to half its hit points.
  • If the creature is an undead, fiend, or fey, it must make a Charisma saving throw (DC = 8 + your proficiency bonus + Intelligence modifier).
  • On a failure, it is banished to its home plane of existence or permanently destroyed if it is native to this plane.

You can use this ability once per long rest.

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